Is There Any Way To Make More Players And Bigger Map Space?

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Level 19
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Erm...

Main Question: Do any of you know whether there is a way to expand your map bounds beyond the maximum Blizzard allows you to? And create more than 12 Players? I'm a bit curious because somebody once told me you could, thanks a lot.

There might still be several other questions that I might have to ask, I hope it's all right with you guys...

1. How do you make your own custom animations for certain units, like the walk or attack animation?

2. After learning JASS, how do you apply it to a spell, like say, you want a spell called "Name" and you want it to summon 2 skeleton warriors every 5 seconds...

3. How do you begin the game at a certain camera view and angle, as well as make the camera zoom back to that specific view and angle every time a player accidentally scrolls his mouse. Lets say, you zoom into the maximum Blizzard allows and a specific angle...

4. How do you add in custom or Blizzard sounds every time a unit casts a certain spell?

5. Is there any way to make it so that when a unit destroys a tree, he or she will win the game?

6. I'm quite confused currently about the difference between JASS, vJASS, cJASS and C++, I hope somebody could help clarify it for me...

Thank you so much!
 
Level 2
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You can expand the map bounds from the 256x256 the standard world editor gives you with some custom editors, but I don't think the game supports more than 12 players no matter what.
 
Main Question: It is impossible

1. Learn 3D modeling. There are a couple of free programs and tutorials to try.

2. You could make it first in GUI (Put the Events and Conditions) and Convert to custom text, there, make your actions.

3. Don't know, sorry :)

4. Import one, then replace a path of a sound (for example, BerserkCaster), then in the ability editor, find the Sounds or something, then use the sound you just replaced.

5. If the tree is a unit, "Unit - A Unit Dies" event. If the tree is a destructible, "Destructible - A Destruct Dies" or something.

6. C++ can't be used in wc3. While vJASS and cJASS are "improvements" on JASS which wc3 uses.

<3
 
Level 16
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for the main question download jassnewgen pack
3. to start the game at a certain cam view and angle
move the view of the editor by holding ctrl and right mouse button then
move to the desired view then create a camera, after that make a trigger with the event as map initialization and action as Camera-Apply (name of the camera u made) for (the player u want) over 0.00 seconds.

as for zooming back to the view every time the a player scrolls, try locking the cam.
 
For 3), you can also do this:
  • Tr
  • Events
    • Map Initialization
  • Conditions
  • Actions
    • For each (IntegerA) from 1 to 12, do (Actions)
      • Loop - Actions
        • If (All conditions are true) then do (Actions) else do (Actions)
          • If - Conditions
            • (Player(IntegerA) slot status) Equal to Is playing {Player slot status comparison}
            • (Player(IntegerA) controller) Equal to User {Player Controller comparison}
          • Then - Actions
            • Player Group - Add (Player(IntegerA)) to CameraGroup
            • Trigger - Add to Trigger2 <gen> the event (Player - Player(IntegerA) leaves the game)
          • Else - Actions
    • Trigger - Turn on Trigger <gen>
  • Trigger
  • Events
    • Time - Every 0.07 seconds of game-time
  • Conditions
  • Actions
    • If (All conditions are true) then do (Actions) else do (Actions)
      • If - Conditions
        • (Number of players in CameraGroup) Not Equal to 0 {Integer Comparison}
      • Then - Actions
        • Camera - Set (Picked player)'s Angle of Attack to X over 0.00 seconds //This is the action Camera - Set Camera Field (Timed)
        • Camera - Set (Picked player)'s Distance to Target to X over 0.00 seconds
      • Else - Actions
        • Trigger - Turn off (This trigger)
  • Trigger2
  • Events
  • Conditions
  • Actions
    • Player Group - Remove (Triggering player) from CameraGroup
In order to get (Player(IntegerA)), when it asks you for a player input, scroll to Conversion - Convert Player Index to Player.

CameraGroup is a Player Group variable.

4) You don't need to replace stuff. Just import your sound via the Sound Editor and use:
  • Trigger
  • Events
    • Unit - A unit starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to X
  • Actions
    • Sound - Player sound <gen> at 100%, attached to (Triggering unit)
Note: This is the easiest method. The best bet is to get "SoundUtils" system, which can play simultaneously the sounds, just like default ones: http://www.wc3c.net/showthread.php?t=107433
 
Level 30
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There is a way of playing with 14 players - where 2 has to be computer ones (AI). Via triggering, you can make Neutral Passive and Neutral Victim allies or enemies of you, while you can get 12 player slots at the time.

Once upon a time, there was a program that actually could make maps bigger than 256 x 256. But eventually, something bad happened to his kingdom. He had numerous buggs and it no one had worked with it. His name was ,,World Editor Unlimited".
Still, greathest size you can get is expanding camera bounds to maximum of 256 x 256.
 
Level 4
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Jul 23, 2008
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About tweaking more than 12 player huh? Once I've heard it. The last thing i know is that project allows WC3 to get 32 players (wow!)... Then they referred to "WARSOC". But i never see it (concretely).

Is that just an issue or something? I do not know.
 
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